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Topic: Shadowed Galaxies: Darion. (Read 4581 times)

The area of the galaxy of Archeras has long been a dark and perhaps dangerous place. After the Gods abandoned the mortal realm, it fell to the citizens of the world of Exarch to organize society, and they did so quickly. At the center of this civilizing movement was the Core, an area of space closest to the Veile Nebula, an area of anomalies unexplainable by conventional science. From the Veile, energies 's powers in ways that broke the normal laws of physics.

In an amazingly short period of time, the races of Exarch spread out across Archeras. Contact was made with other races, including many who had once graced the pages of myth and legend. Colonies were established, nations rose in a relatively peaceful existence. Even the occasional strikes of demonic forces from dimensional rips barely fazed the galaxy. Life was going well.

Then a period of ambitious uncertainty came over the capital worlds of the Core. The inhabitants fell into debauchery and abandon. Blinded by greed and isolationist sympathies, they shut out the worlds beyond their insulated little area. Soon all communication between the Core and the outers worlds failed. No news came, whether via ship or via pulse communication.

None but for one tiny group, a moderately large armada of anything which could cross the stars. Members of the frontier world of Solwe received the drifting hulks of steel, gently guiding them into orbit. No messages came from their bridges. Nothing at all. The inhabitants sent a small expedition-to find a charnel house of rotting flesh; rotting flesh which attacked them with sudden and unholy fury. Only in perhaps ten to twenty vessels did they find anyone alive, perhaps twenty million refugees crammed inside of varying race. All had the haggard look of survivors of a great cataclysm.

Those few survivors formed the Alliance. The Core worlds had fallen prey to a sudden and completely annihilating strike. The center of galactic culture, Exarch, had fallen in days. With it's resources, the threat, known only as the Shadow, had taken Core world after Core world until nothing was left but planets of the dead. The Shadow was moving, and they were, as far as they knew, the only living survivors of an area formerly with a population of several trillion people.

Few responded to their cause. Few cared. Most were too busy fighting off their own problems to worry about a crusade to a hazardous and perhaps stripped area of the galaxy for almost certain defeat. They did not have to go to the Shadow, soon enough, though. The Shadow came to them.

The location in this rp is the world of Darion, slightly inside the Core, inside the former border of the Palsan Republic. The Alliance and the Palsan Republic have allied for the purposes of this mission. A Seraphim-class ship, laden with several VIPs, was diverted to Darion, where it was shot from the sky by Shadow defenders. It has crashed inside the ruined city of Ferlis, the former largest city of Darion. There may or may not be survivors, but a rescue mission has been organized. It is a small one by military standards. The objective, obviously, is to find the wreck, get any survivors out, and leave. The safety of these survivors is PARAMOUNT. They must be low on both food and medical supplies. Time is of the essence, so the task force organized-two Avenger-class Alliance walkers, armed with twin pulse repeaters and twin flamers, a Constrictor-class Palsan tank, and an APC containing fifteen men and women. The characters are also members of this force, and are traveling in the Constrictor.

That said, the Shadow has also grasped the significance of the survivors. It too has reinforced its position, and Ferlis was the site of some advanced testing with some new varieties of Shadow undead. It is determined to let neither the survivors, nor the rescuers, leave alive with combat knowledge of these new undead, known as Blood Angels (you can’t play one.).

And finally, in the shadows, a small band of yet another group, known as the Fallen, has crept towards Darion. The history of the Fallen is tragic, but suffice it to say that they are a mutant group of Alliance stragglers who have genetically engineered more of their kind. Lurking in small bands across the galaxy, their very existence is unknown to either the Alliance or Palsa, but they bear all other sentient creatures a fierce hatred and are determined to capture the VIPs, though whether to ransom them, question them, or merely kill them is unknown. Their forces and makeup are unknown, but no doubt equal to that of the Alliance/Palsa coalition.

Racial Selection:

Human: Humanity has expanded across most of the known galaxy-ancient Core colonies are discovered every now and then, isolated from their surroundings. However, humanity is extremely adaptable and various versions of basic humans are found depending on their ancestral homes. Examples include the pale, dark-haired, thin but tough and strong built Night-World humans, the powerfully built, enduring Jungle-World humans, or the agile, dark-skinned, unusually cunning Fire-World humans.

Aeryyn: Aeryyn are originally descended from a specific subspecies of human of Exarch. They lived in an area where resources were at a premium, and so, to counter their slighter builds, they went deeper into spirituality. Aeryyn tend to be darker skinned, and their bodies are on the whole somewhat less in density. They are very wise and intelligent, and they are, as a group, more possessed of patience then humans. They tend to be excellent arcanists and cunning warriors.

Mechalin: Mechalin separated from the completely ‘human’ genome millennia ago, although like Aeryyn they can still interbreed with humans without abnormal risk of sterile offspring. These (generally) pale-skinned, generally dark haired humanoids are spiritually stunted as well as physically, as their bodies have, on average, slightly more difficulty accessing arcana (magic). However, to counter both their weaker bodies and arcane disadvantage, they invented a highly advanced form of cybernetics, one that grows and develops along with their bodies. Every mechalin can have built-in weaponry, armor, or sensors, pseudo-muscular enhancements, or even sophisticated systems such as heart re-starters, bio-synthesizing regenerators, or other bizarre equipment.

Velocine: Velocine are a young race descended from a planet on the Outer Rim. These saurians are fearsome in appearance (basically a semi-upright raptor) but intelligent and somewhat benevolent. They tend to have difficulty with more advanced technology systems, but are superb hunters, trackers, and close-combat warriors. Velocine are somewhat intriguing in their fast rate of evolution and somewhat ‘convenient’ genetic code, raising questions about their true origins.

Ashsi: Ashsi are one of the most ancient races of the galaxy. Although humanoid and mammalian, they lack mouths or noses, are physically subpar, and have smooth, hairless skin except for their heads. The glossy appearance of their skin sometimes reminds humans of scales. However, Ashsi have little to no need of any of their deficiencies, as their arcane prowess is truly frightening. Some Ashsi have the ability to float at will, unleash terrible bolts of power without a spell, or absorb weak laser shots without even batting an eye, as they feed off of pure energy. They are wise, arrogant, and live much longer even then humans whose lifetimes have been extended by magic and/or medical technology.

Necridian: Necridians were once a nomadic race of hunter-gatherers, but corrupted by the Inquisitum most of them fell to evil long ago. The average Necridian is human in appearance, but hairless and with sharper facial features. Most singular in their appearance is their disembodied arms, of which they can have two to six, depending on power and age. These arms can float free, though in an area about their corresponding shoulder, and reach an impressive distance, or remain in a humanlike position. The energy currents holding the arms in place can be used like bungee cords to cause them to spring towards the arm after stretching its current of energy to the limit, allowing them to become very acrobatic. They live longer then humans and most of them are physically puny, but their arcane skill rivals that of an Ashsi. Necridians give off a natural field of chaos and death arcane energy, which is key to their technology and the Shadow Necridians’ dominion of their minions.

Arackin: The Arackin are the longest space-faring race of this galaxy and perhaps the oldest, and their primary concern is with peace and harmony between themselves and the rest of the galaxy. As humans and humanoid species began to become ever-more present in Archeras, the Arackin embarked on a massive transformative program (Arackin have some ability to consciously manipulate their own DNA and shape while alive, if slowly) to bring themselves to a form less alien to the newcomers. Their current form is of a strange cross between humanoid and arachnid, with the six lower legs of an arachnid, and an upper torso similar to that of a humanoid. However, their mouthparts are much less apparent, and they have binocular vision instead of compound eyes resulting in a non-arachnid eye that is somewhat comforting to most humans. Arackin also created a specialized breed of themselves, known as Aracne, to deal with humans, who through introduction of human DNA have a completely human upper body from the waist up. All Arackin can spray a silk-like substance in large quantities from their forearms and lower chest. Their natural exoskeleton and tough bodies make them very difficult to destroy, and due to their six legs many are capable of walking right up walls! Arackin fear fire and cold in extreme amounts.

Renegade Undead: As a Shadow-type undead creature matures in knowledge, they become increasingly dangerous-but also more likely to rebel. Occasionally exceptional individuals rise above their enslaved status and detach themselves from the Shadow’s control. In addition, necromancy is old, far older then the Shadow itself, and it is not inherently evil-indeed, there are Alliance necromancers- resulting in some cases of independent undead unaligned with the Shadow at all. Shadow creatures remain active through their innate field of Shadow energy, running in lines similar in position to arteries along their body. Aside from complete dismemberment or other separating-type injuries there is no way to kill an undead foe in one blow. Destroying one is achieved by severing enough 'flows' of the energy so as to cause the creature's duplicated life functions to fail and for it to die. Shock also aids this. In short, however, usually one-hit kill areas such as the heart or between the eyes will not be as effective and certainly not kill the undead creature outright. However, life magic and any sort of healing medication or process can harms undead creatures-the shadow energy inside them requires decay and death on which to feed, (thus their living state is only maintained through constant consumption of the potential corruption inside them), but without it they will cease to 'live.' Subraces: These are some of the most common Shadow undead varieties.

Diriend: One step up from the basic, mindless Shadow warrior, Diriends are the vast majority of sentient undead. They appear, and are, quite like normal people in physical form, though they are a bit stronger then their builds would indicate. As a rule, they are extremely pale, looking rather bloodless, and often they have white hair. Diriends do not tire. They feel pain-indeed a great deal of physical sensation- only faintly. The extent of bodily function depends on the individual Diriend's will and understanding of their 'rules' of existence.

Vampire: One direction to go further then the Diriend, a vampire is a Diriend who has found a method of material substance-violence, embodied in blood and the flesh of those they destroy. They gain this powerful ability to steal life from the living in the form of blood, as their front teeth enlarge into almost wolf-like fangs. They function primarily as living people do in many respects. Vampires, however, have a single restriction. They may drink blood from any source, but the meat they consume must be from something they themselves kill. Often they eat it uncooked and still bloody so as to absorb the most life energy. Many other Vampires acquire other supernatural powers, though slowly.

Nightshade: These hulking undead grow in stature upon their ‘alteration’ from a Diriend, becoming perhaps seven, eight, or even nine feet tall! They are incredibly strong, agile, and tough, though lacking both in much dexterity of the fingers and much use of advanced arcana. A Nightshade' best friend is melee combat.

Wraith (Male only): An undead member of Order Direas. Wraiths are tortured victims, whose souls have fused with their phase armor-its effects now remain if it is on or not. As such, they are able to walk through solid objects for a short period of time at will. They also retain their powerful chaos magic. Wraiths are pitied and hated by true Direas, who will usually attack them on sight. They are wary even of friendly Wraiths, who, in turn, hate life but usually don't have the will to end it all.

Banshee (Female only): An undead member of Order Astrales. Forced by the Shadow to return to existence, Banshees retain their incredible astral powers, and furthermore, can channel their bitterness into a soul-chilling scream. They wear the armor they wore in life and generally appear as they did, but with bloodless, pale features and a despairing cast to their faces. They can cause incredible fear and battle with the finest soldiers. Like Wraiths, Banshees are on hostile to wary terms with their former Order.

Faction Selection:

Alliance: The Alliance is composed of refugees from the Core and several other areas who willingly joined. It is a democratic, but militaristic organization devoted to the destruction of the Shadow and the liberation of the Core. Despite the Alliance being only about eight years old, it uses Core technology and military designs. It never has a shortage of troops due to every citizen being trained in arms, giving it a large body of highly trained, well-equipped militia that it can call up at any time it needs to, in addition to its hardened military. Another tradition the Alliance took from the Core has served it equally well, the powerful semi-religious Warrior Orders. The Alliance is also very practiced in matters arcane, the better to fight its unnatural foes. Primary Weaponry: Pulse energy gun: The Pulse weapons system depends on bursts of coherent light and high pressure. A pulse weapon has impressive range and dependable power, and because of its lack of ammunition requirements, can be used in the field for a long period. Pulse weapons range from pistol to cannon size. Example Personnel Weapons: CP-Z5 Pulse Pistol CSM-15r Pulse Repeater (SMG) CP-25X Pulse Rifle P-V1ND-20 Vindicator Pulse Sniper Rifle PC-M5p Pulse Cannon (Personnel) Alliance armor is primarily the mesh suit, a steely, flexible suit of personal armor sewn into their blue-and gray uniforms with heavier metal plates protecting vital areas such as the upper chest and thighs and sewn on top of the underlying mesh suit. Mesh armor provides a modicum of protection from most weapons. Sensors and muscular enhancements are incorporated into the suit, along with in some cases a light medical pack. Alliance close combat weapons, in direct opposition to their ranged ones, are generally 'whatever you can hit someone with, grab it'. Alliance soldiers may go into battle carrying as sophisticated a CCW as a star-steel-alloy sword or one as simple as a metal baseball bat. Whatever works is used. Many seemingly innocuous weapons are in fact very deadly due to the desperation and fear supernaturally absorbed into the weapon itself, as a result of being carried during the Hegira, or as a result of an arcanist's enchantments.

Alliance Classes: Exorcist : Some veterans of the Alliance war effort study far further into the horrible, yet undeniably effective powers of their Shadow enemies. Through long and dangerous arcane experimentation, these brave-or some say crazed- souls gradually impart some of the powers of the undead upon themselves to better fight their foes. Exorcists are the Alliance's elite normal soldiers, gifted with such powers-or curses- as the unearthly toughness of a Nightshade, the teleportation of a spectre, the ability to conjure flames of Shadow energy about themselves, the ability to become temporarily ethereal, and other dark powers. Exorcist units are also a haven for many rogue Shadow. They are generally treated as slightly better Alliance normal infantry. Though Exorcists may or may not use arcana, all have access to minor or major undead powers with time and practice. Signature Equipment: Shadow-bane Weaponry: At least one piece of an Exorcist's armament is specially enchanted with trapped Shadow energy so as to be further lethal to any of the undead. Such weapons are known as Shadow-bane weapons.

Machina Semideus : During the Hegira, the talents of the engineers of the fledgling Alliance were stretched to their absolute limit-indeed to the very scientific limit- to desperately keep their ships going and their weapons in good repair. It is not certain exactly when it happened, but eventually a select group of engineers achieved a knowledge of machines that seems to almost transcend mere natural science. These engineers can achieve an extraordinary and near-perfect balance with almost any machine. Their combat skills are at best average, but give them any sort of vehicle or machine, and they can push the device past its normal limits. Signature Equipment: Nanogauntlet: This device, in additional to being a close combat weapon in a pinch, allows the Semideus to better manipulate machines. It can interface with computer systems, repair mechanics, and other useful functions.

Explorer : These specialist Alliance soldiers wear specialized light versions of normal Alliance gear. They are quick, acrobatic, and agile-generally the lightest soldiers become Explorers- and make excellent scouts. Explorers serve the role of point scout in an Alliance unit. Due to their specialized equipment and their powerful nul-grav units, the average Explorer can make it so gravity has little effect on them, leap much higher then normal, cling to walls, and other seemingly impossible feats. Signature Equipment: EX-76 Explorer: This advanced powered suit weighs little more then twenty-five pounds, constructed of extra-light materials. Its sensors are superb. It also features a built-in jump pack, and a pair of skid boots, boots with attached hover-drives that can act almost as if they were hover-drives instead of boots. They also reduce the stress on the body's muscles, meaning Explorers can run faster and farther then normal. However, the most powerful feature of the EX-76 is the nul-grav unit. With this device, the Explorer can reduce or increase the force of gravity on themselves, in effect reducing or increasing their weight, jump heights, and so on. Finally, the EX-76 has an attached CP-17L lightweight pulse rifle.

Warrior Orders : These ancient chapters of warriors dedicate themselves to a specific elemental demigod. By channeling their spells through that demigod, they can protect themselves from arcana’s mind-warping side effects, though their training is restricted to their elemental sphere. Warrior Order members are supreme close-combat fighters and talented Arcanists. There are eight known Warrior Orders that the Alliance has gathered, though there were once more.

Order Solaris : Warrior order of Fire. Generally quick-thinking and impulsive. Excellent warriors. Solaris members wear fiery versions of normal mesh armor that render them resistant to flame. Solaris magic tends to be highly destructive, as could be expected of the sphere of Fire. Solaris warriors tend to fight in an almost berserk fashion, ripping and shredding at almost anything that gets near them. Signature Equipment: Flaming Close Combat Weapon, Fire-Heart Cuirass: A blade made of arcane fire from the hilt up, the Flaming CCW creates bursts of fire whenever it hits. Popular designs include katanas, scimitars, wakizashis, khopesh, falchions, and Lochaber axes. The Fire-Heart Cuirass is a powerful suit of mesh armor that burns with eternal flames that will sear an attacker, making too close contact dangerous in melee with a Solaris.

Order Aquarres : Warrior order of Water and ice. Aquarres is more pacifistic then other Orders and concentrates as much on healing magic as offensive magic. Aquarres members wear a suit of mesh armor that is colored a deep blue, and that seems to exude a comfortable, cool temperature. They are resistant to cold, and many can breathe underwater. Signature Equipment: Cyro-weapon, Ice Mail: Aquarres members can create close-combat weapons and objects out of the moisture in the air, forging them into pure ice. Popular designs include broadswords, clubs, rods, and staves. Their armor suits provide protection, especially from cold and ice attacks.

Order Aetheris : Warrior order of the Air. Aetheris members receive a special jump-jet pack and a modified mesh suit, both colored either a sky blue or pale green. Aetheris members are expert flyers and very, very quick. They are somewhat more proficient in ranged combat then is normal for an Order, and a little less at close combat. Signature Equipment: Jump Pack, Aetheris Lance: The Aetheris lance is an arcane polearm that has the ability to spray a powerful lightning bolt. The lance itself is also a formidable weapon. The Aetheris jump pack is extra-light and more powerful then a conventional jump pack, incorporated into the armor suit of an Aetheris.

Order Terralis : Warrior order of the Earth. Order Terralis warriors are tough, strong, and enduring. They are masters of defensive warfare and their armor is the best of any of the Orders. Terralis members wear an arcane suit of mesh armor created from unknown alloys. Signature Equipment: Diamond Blade and Gem Mail: Terralis warriors carry weapons forged from arcane diamond. Popular designs include scythes, claws, pick-axes, battle-axes, zweihanders, and other heavy weapons. Their armor, likewise, is extremely strong, forged of similar arcane gemstones and flexible mesh.

Order Lucentis : Order of Light. Lucentis warriors take a particularly forceful role in combating the undead, and their holy weapons and spells cause exceptional damage to them. Lucentis warriors are not ones for subterfuge; they prefer to attack simply and forcibly. They are uncompromising in their holy fervor-they see no excuses for evil in any form. Lucentis’ warriors wear a peculiar cloak spun from pure light, and they carry weapons created likewise. Lucentis prefer to stand tall in front of the enemy, daunting them with their brilliant presence. Signature Equipment: Lucent Blade and Cloak of Light: These close combat weapons, usually a sword of some type, are created of pure light. They are weightless, easily used, and cause extreme damage to undead foes. The Cloak gives off a soft white light that causes undead creatures to feel uneasy. When the Lucentis enters combat, the Cloak brightens to a near-blinding light in the eyes of the foe, blinding and confusing weaker enemies.

Order Enshrodei : Order of shadows and darkness. Enshrodei soldiers are as much assassins as they are soldiers, as when wearing their cloaks of shadow they can walk unseen to any but the most arcana-powerful or the most advanced sensors. They are excellent warriors, and their unearthly blades ignore walls or body armor due to their lack of momentum, which results in the only protection a target may receive being a parry. Enshrodei prefer to work in small groups, ahead of their allies, where they can ambush the foe to devastating effect. Signature Equipment: Despair Blade and Cloak of Shadow: The Despair Blade is a potent blade enchanted with the essence of shadow; its surface seems to absorb light. It ignores all but the most arcane armor or force fields, and because of its relatively short length (two feet to two and a half) it is deft and quick to wield. The Cloak of Shadows, as long as the Enshrodei does not run or sprint, provides virtual invisibility.

Order Direas : This all-male order of Chaos and change was devastated by the Hegira. Perhaps a third at absolute best of the original Order remains. Direas survivors wear an arcane suit of mesh armor in red and black, known as phase armor, that allows them to pass through solid walls if necessary for a short period of time. They practice volatile chaos magic, and use weapons enchanted with its energies. Many Direas members have been somewhat mutated by Chaos energies, so they often look different from their normal race. Direas are exceptional assassins and reconnaissance soldiers. Signature Equipment: Chaos CCW and Phase Armor: The Chaos-enchanted sword of a Direas is powerful and deft, generally a curved sword of some kind. A favorite is the katana. The Phase Armor a Direas wears allows them to walk through solid objects for a short period of time.

Order Astrales This all-female order of the spirit world was nearly exterminated by the Hegira. Like Direas, its companion order (relations between the two were especially close) it is reduced to a sad fragment of what it once was. Astrales warriors use astral naginatas in battle, and shield themselves with the energies of the spirit. They wear gray mesh suits that seem to shimmer oddly. Many Astrales have been somewhat altered by the flow of their dreams, changing in odd and obviously supernatural ways. Their astral magic allows them to manipulate their own souls and the souls of others. Signature Equipment: Astral Naginata and Spirit Mail: The Astral Naginata of Order Astrales cuts a wound not only in the body of a victim, but also in their very soul. It is a deft, powerful, graceful weapon. The Spirit Mail of Astrales protects the Astrales from seemingly fatal wounds, bleeding off some of the damage and impact into the spirit realm.

Armed Forces of the Palsan Republic: The Palsan Republic is the most visible hope of a future of normalcy in the Archeras galaxy. A progressive democracy, its military keeps the majority of its population almost unaware of the many threats poised at its heart every day. Through their efforts and the efforts of its covert agents, it survives and even thrives in an otherwise very dangerous age. Palsan's primary concern is with self-preservation, not an idealistic crusade, and thus some friendly friction has developed between it and the Alliance. Palsa's military is composed primarily of volunteers. Though arcana is not studied on a wide basis amongst its soldiers, the high-tech, rugged, dependable weapons they use can easily make up for this detriment. Primary Equipment: Imperator solid-bore gun. The Imperator weapon is a slug-throwing ranged weapon, firing charged bullets at high velocity. The electric charge of the bullet allows it to lose less speed to air resistance, and thusly arrive at the target with more stopping power. Varieties of the Imperator range from pistol to tank cannon size. Example Personnel Weapons: IP-5 Imperator Pistol IPn-7 Imperator Needle Pistol Ipm-9 Imperator Magnum ISM-27 Imperator Submachine Gun IRF-19 Imperator Semiautomatic Rifle IAR-10 Imperator Assault Rifle ILS-3s Long-Shot Imperator Sniper Rifle Palsan personal armor for the average soldier is a light powered suit of flak armor. Usually muscular enhancements and basic sensors are incorporated into the suit, though not as sophisticated as Alliance combat uniforms or true powered armor. Flak suits provide some protection from bullets and some melee weapons. They are often colored in a desert camouflage scheme. Palsan close combat weapons, like their ranged ones, are generally highly standardized. Soldiers in a unit are issued a uniform close combat weapon of medium quality, such as a machete or short sword, and though they might modify or tamper with it, most rarely replace them.

Palsan Classes: Gunfighter : These agile individuals are lightly armored and carry twin pistols into combat, as well as generally favoring double short or long blades for up-close work. They take specialized training so as to enhance their abilities with two weapons to formidable levels. In the arcane spectrum, like many Palsan soldiers, they are at best average, though some Gunfighters like to use levitation and haste spells to increase their combat agility and speed. Signature Equipment: Exotic Pistols: Gunfighters use customized Imperator and occasionally energy pistols, tinkered with to provide unusual and effective abilities. These include increased range and stopping power, a variety of special ammunitions, and automatic firing modes. Almost inevitably one of the upgrades is a vastly increased clip size.

Marine : Palsa's heavy infantry corps wears heavily armed and armored suits of powered armor. Though this armor hinders them somewhat, it is incredibly tough and relatively quick for such a large thing. The most popular of these suits is the BH-6 Behemoth, a humanoid suit standing about 8” tall. Marines take little magical training but are expert soldiers. Signature Equipment: BH-6 Behemoth: This is armed with either a Gattling Imperator Cannon or a laser cannon on the left arm, and a built-in close combat weapon in the right. Occasionally a heavier weapon such as a flamethrower, missile launcher, or antitank rifle is added, but other times advanced sensor gear, TAB targeting gear, or shield generators take the shoulders slot.

Seeker : Occasionally foes arise that threaten the Republic in ways that a simple soldier could not counter. Palsa's answer to this is the Seekers, a sort of self-sufficient, heavily armed agent of the government. The Seekers are primarily used to suppress evil cults of the Inquisitum, but lately they have been deployed against the Shadow as well. Seekers wear their own customized armor, carry advanced weaponry enchanted to destroy evil creatures, and are trained in religion and life arcana. They are actually quite proficient at this. Seekers are above the law. They may commandeer any body of troops, and re-deploy them as needed. Thusly, one wishing to become a Seeker must pass the highest of scrutiny. Signature Equipment: MS-4 Messenger: This customized suit of armor is equipped with a Rift Cannon on its left shoulder. This energy weapon's dark purple beams are meant to destroy negative arcana, such as warlock magic or Shadow energy, as well as enemies. The close combat weapon carried by a Seeker is inevitably magical in some way. The armored suit is also highly resistant to negative arcana attacks, and usually incorporates advanced sensors. It has slightly less armor then the Behemoth, but is a bit quicker and smaller.

Agent : Palsa's armies alone would stand little chance against their enemies without the might of their specialized Agents. Agents are covert operatives also trained in combat and leadership. There are four academies of agents in the Republic. Rythe Academy Agent : Rythe Academy is the least-understood of all Palsan covert ops schools. Training its students in deep undercover operations, it is no surprise they are the most feared and hated of all Academies. Although they do not necessarily enjoy deception, they are willing to overcome such problems for their state. This is made much easier by use of the shape-changing drug Metamorphysine, otherwise considered a controlled substance in much of the Republic. Rythe agents are also masters of psychology, false friendship and seduction. Their magical skills are primarily devoted to astral magic, which can aid in their deception and manipulation, but many also take other fields of magic, and generally they are able enough combatants. Signature Equipment: Metamorphysine: This drug allows the Rythe agent to alter his or her physical shape in an astonishingly quick time to a great extent. Though it can only be used in combat with extreme difficulty, it can change one's apparent species, appearance, physique, and up to 50% of their height can be increased or reduced. Metamorphysine is both rare and excruciatingly expensive, meaning this drug is rarely used, even though it can potentially be permanent if desired. It is also physically harmful to take, and causes severe side effects including nausea, agonizing pain, and illness or unconsciousness. It is no surprise that it is generally taken out of sight and in a stable situation.

Corive Academy Agent : Corive Academy is one of general espionage skills, although sabotage and theft factor highly on the graduate's list of training. Corive agents are masters of stealthy movement and, armed with their deadly Oritsu rifle, can fire a multitude of ammunition types, along with a possible deployable sensor array or drone turret and C10 charges. Most Agents in the field are Corive graduates. Corive graduates are medium in their combat and arcane skills as well. Signature Equipment: Oritsu Rifle: This rifle is designed for modular payloads and can fire anything from a high-explosive shell to tranquillizer darts to a camera pod. The Oritsu normally fires imperator bullets, but it can also be muzzle-loaded in a pinch and will fire anything that can be blasted along. The Oritsu itself is also heavily modular and can be easily modified in such ways as different methods of firing-railgun versions of Oritsu rifles are common.

Nerisi Academy Agent : Nerisi Academy is the academy of assassins, and Nerisi agents are trained to kill with astonishing ease. Seemingly appearing from nowhere to strike with their lethal Hyperion Dart pistol or Darkmatter close combat weapons, they are masters of the quick kill and of melee and ranged combat. Because their unearthly grace and speed are an arcane reaction, they are rather weak in matters of arcana-a great deal of their power is used merely to maintain their skills. Nerisi also rarely wear heavy body armor of any kind. Signature Equipment: Hyperion Dart and Darkmatter CCW: All Nerisi carry these two weapons. A Darkmatter CCW is any close combat weapon forged of a specialized alloy and charged with special arcane energy, and the Hyperion Dart is a lethal particle pistol. Though it has limited range and slow rate of fire, it packs an incredible punch in fact exceeding that of a standard rifle.

Xeire Academy Agent : Xeire Academy is the least espionage-related Academy of the Palsan intelligence service, specializing in survival behind enemy lines, guerilla warfare, and other strategies designed for wars of attrition. Xeire Agents are also the most popular of the Academies, as they are probably the least likely to betray you. They are expert snipers and fighters. Xeire soldiers are likely to use utilitarian arcana-generally of the life sphere- to keep themselves and their allies going as long as possible. Signature Equipment: Hawkeye 7 Rifle: This powerful sniper rifle has a slow rate of fire but an incredible range and punch.

The Shadow: This hideous force of undead swarms across the galaxy, destroying anything living that comes in its path. Headed by its Necridian masters, it aims to dominate or destroy all living things. It has few concerns, morals, or taboos-the only thing that matters to it is victory. Shadow society is dominated by the powerful Necridian race, of the Shadow Necridians faction. All undead are considered below a Necridian, and must accept any order without question. The one exception to this is the ravenous Blood Drinkers, Necridian vampires who are among the highest in rank. All Necridians plot against their equals, if not their betters, and familial ties or friendship is valued little- or at least in theory. Necridians obviously are as capable of love as any other race. However, their vicious god and goddess demand the sacrifice of any known lovers who transcend much beyond physical lust. Shadow Necridians sacrifice any child at birth that shows any major flaw-from lack of physical attractiveness to lacking skill with magic. They shun physical combat and esteem arcana as the highest of arts. To them the dead are merely assets, and they would gladly raise their own kind if they could-Necridian corpses combust in unnatural flames soon after death, meaning that Blood-Drinkers must be created while the recipient is still alive. Primary Equipment: Shadow- gun: Shadow technology is powered by an arcane necromantic energy field all undead and Necridians give off to some extent, colloquially called unholy energy or Shadow energy but scientifically known as E-571. This energy causes a minor to intense psychological reaction in most living things, wildness of the mind and such, when in low, widely dispersed regions-such as a Shadow-held ship- but can be adapted to cause devastating burns and wounds in high enough concentrations-thus Shadow guns. Example Weapons: Shadowcaster pistol Shadowsprayer Automatic Shadowbolter rifle Close combat weapons and armor have no uniform composition in the Shadow. Many are made of strange black steel or even of hardened human bone. Some are in excellent repair, others rusty and battered. All, however, are infused with Shadow energy and perform at full or nearly full efficiency.

Necridian Classes: Shadow Necridians have specific classes. Only Shadow Necridians can gain access to these classes.

Forsaken : The downtrodden Forsaken are those Necridians who have barely enough magical potential to save themselves from being sacrificed at birth-in other words a roughly human average. They turn to the arena of physical combat. Although their strength is only somewhat above the average Necridian’s, they are incredibly fast and agile, and their disembodied arms allow them to have an incredible reach, making them very, very deadly warriors. They occupy the very lowest rung of Necridian society and often serve as bodyguards. Signature Equipment: Necridian Warrior Garb: This suit of light armor is durable and light, often engraved with arcane runes to speed its wearer further. It imparts incredible stamina and speed.

Master : These powerful Necridian arcanists are not impressive in physical combat. However, they are mighty users of the dark arts of chaos arcana and the grim schools of necromancy. Masters are far more powerful then their average human equivalent, but their dominance of necromancy is truly incredible. Among other powers is included a powerful form of telepathy Masters use to command bodies of the mindless versions of undead, and force the sentient ones to do their bidding. Signature Ability: One of their most dire and powerful abilities is known as Simulacra. The Master selects a mindless undead creature under its control-rogue and free undead are immune- and possesses it. They then transform the thing into a duplicate of themselves. They may only control one body at a time and some of their arcane skill is lost, but the advantages of having a second body are obvious.

Blood-Drinker : These horrifying vampiric Necridian undead are the only members of their kind. Necridian Blood-Drinkers are generally old enough and powerful enough to have four to six arms. They are masters of dark arcana-chaos and death arcana are their forte, with some even experimenting in multi-sphere spells- and excellent close combatants. Blood-Drinkers are above Necridian law, and can accuse, try, and execute-or accuse and try posthumously as they desire. All Necridians fear and despise them because among their other faults, like many other vampires, they are cannibalistic. Most are nobles. Signature Equipment: Kukris: These medium-length blades curve front-wards like a scythe, and are weighed for slashing attacks. They are of the finest metals, often embossed with necromantic runes, and most Blood-Drinkers carry four of them. The Kukri is an incredibly potent weapon and can often cut through armor with its razor-sharp edge and perfect weight. However, they are designed for the Necridian fighting style and few non-Necridians show much proficiency with these exotic blades.

Shadow Archon : These powerful Necridian wizards specialize in the use of arcana to perform or assist with nearly all physical tasks. They lose access to most worked arcana, but their physical frailty becomes mostly irrelevant. They become a creature totally of magic, able to project beams of dark arcana, deliver arcana-charged blows, and defend against attacks with fields of arcane force. Though none are as powerful as ‘true’ spells, and they lack the shaping or refinement of a worked arcane function, performing them is a function of their being and requires little exertion or draining of a magical reserve. Signature Ability: Archon Arcane Functions: The ‘physical’ attributes of an archon are somewhat unpredictable. Because they cannot be shaped or trained they can be extremely powerful one moment and not nearly as much so the next. In most cases, however, the arcane functions are reliable enough to exceed normal Necridian physical functions.

Shadow Classes: Shadow undead that are not of Necridian descent have no specific classes. They simply take a Generic class.

The Fallen: Not all survivors of the Core went the same direction. One group wandered far into the ghost stars past the known Outer Rim, unbeknownst to them the same area from which the Necridians came. Eventually they were so badly pressed that they were forced to create children in test tubes and speed up their maturity-basically they were born as teenagers. However, combined with the dark arcana permeating the region, the new children's genes, as well as those of their creators, became horribly corrupted, resulting in bizarre mutations, and strange enzymes and chemicals that could cause unpredictable capability fluctuations and sometimes even more horrendous temporary mutations. Fallen despise normal humans and other races for their 'normalcy' and resent their genetic stability. However, they are extremely powerful, often sporting minor, hard-to notice natural armor such as mottled areas of scales, or such natural weapons as claws and horns, spikes, or even wings. The Fallen are against all other factions normally, but their existence is as of yet unknown. (Note: the race 'Fallen'also applies to persons suffering from arcane overdose for long periods of time without any treatment or cessation, though such a condition is so rare as to be almost unknown.) Primary Equipment: Same as Alliance.

Fallen Classes:

(Note: Fallen classes are really more like breeds then classes.)

Shredder : The incredibly powerfully built Smashers lumber across the battlefield, tearing anything in their way apart. The battle mutations of Smashers are especially inhuman; grim spines protruding from shoulders and knees, incredibly powerful, terrible limbs spiked, scaled, and studded, ghastly, inhuman grins on their gaunt faces. It's no surprise that they can drive blows and weapons into tank armor. Smashers are close-combat specialists. Their battle mutation is time-consuming and extremely painful even by the standards of Fallen, but once they can undergo it they are a force to be feared. Smashers cannot wear normal armor or use standard ranged weapons when in their monstrous form-they are simply too huge. Signature Weapon: Smasher CCW: A variety of natural and enormous manufactured weapons, Smasher close combat weapons are always incredibly powerful and usually rather brutal, leaving trails of groaning, maimed wounded and torn-apart dead in their wake. They are, after all, powerful enough to force their way between the gaps in heavy armor!

Daemons : The strongest of will and determined of the Fallen gather in small groups before a battle, honing their obsession for vengeance and vindication to such an edge that it warps the fabric of arcana about them. The result is these soldiers, known as Daemons for their obsessive hatred and bitterness, warp the very trails of arcana about them, giving supernatural aspects to the cruelly edged, exotic weapons they carry and making them particularly deadly against spell-casters. Spells bounce off them or are greatly weakened when used against them-the maelstrom of emotion is simply too chaotic. In addition, it only increases their rate of mutation, making more of their mutations major in scope instead of minor. Daemons are especially psychotic and often unpredictable, preferring a bloody fray to anything else. Signature Equipment: Combi-Weapon: Daemons use exotic close combat weapons with ranged guns set in their bodies. The most common example is a one-handed sword, with no tip per se, that when used in a thrust unleashes a pulse pistol shot from the hole at the end. As a result Daemons are always ready for either ranged or close combat. Combi-weapons are often exotic and vary from person to person.

Sphinx : Sphinx are yet another variety of Fallen super-mutation. These quadruped, partially leonine lower-bodied Arcanists have evolved an intense sensitivity to arcana in any form. They can see and feel it at all times, and they are adept enough to attempt to sense and counter spells at a much quicker rate then normal. In addition to this Sphinx receive quite a bit of arcane training. Though the shape of a Sphinx complicates their use of equipment, despite their leonine fur and some difference of build they are still relatively human in anatomy down to the ribs and they are still capable of humanlike movement and stance, with some difficulty, so the problem is not insurmountable. All the same, many Sphinxes wear gear more reminiscent of creature barding then modern armor. They carry weapons strapped to their backs, but most Sphinx utilize them only rarely, preferring their incredible arcane prowess. Also, Sphinx have a feline’s agility and are quite fast. Signature Ability: Sphinx Arcane Sensitivity: Sphinx can literally ‘see’ arcana as easily as breathing. This has a variety of effects, but foremost among them is that they can easily sense spells being cast, or their effects, even in cases of illusions, magical deception, and other enchantments. They can also instinctively grasp at the forces of arcana to create temporary close combat weapons, much like a traditional arcanist.

Fleshdancer : Through careful meditation and iron-hard discipline and control over both mind and matter, some Fallen gain a modicum of control over their racial instability. By using this they can manipulate parts of their body at will through use of special disciplines, meaning that while they can look quite inhuman, Fleshdancers are also the ones who are best equipped emotionally to deal with 'normal' people. Fleshdancers have no consistent uniform or loyalty. All, however, are mystics. The Fleshdancers choose one of two signs-yin or yang- and this sign is key to what disciplines they practice. Examples of yin techniques are regeneration, emitting a healing balm, or a deceptive aura of helplessness, while examples of yang techniques are causing razored spines to form from bones and erupt from points on one's body in a piercing attack (obviously with a healing discipline to ensure you don't kill or injure yourself!), enlarging one's size to increase muscular power, spraying corrosive fluids, powders, or poisons, or other offensive attacks. As a rule, there are few Fleshdancers who are proficient in true arcana-most simply must concentrate on their own abilities! Signature Ability: Fleshdancing: Based on the attributes of 'yin' and 'yang', positivity and negativity respectively, these powers have a variety of paranormal but biological effects. They are not to be underestimated! Fleshdancing is called such because the disciplines involved often actually look like dance-a routine of physical motions engrains the necessary steps into muscle memory.

Gene Scribe : These Fallen scientists are geniuses in the field of genetic manipulation. They often serve as counselors and teachers in addition to techs. However, despite their roles as comfort to Fallen soldiers, they are also capable of being quite callous, and often will experiment upon other soldiers. Despite this, most Fallen would die for their Gene Scribe gladly. Gene Scribes carry a variety of exotic biology equipment, usually able to experiment with soldiers on the battlefield. They are adequate combatants but excellent medics. Signature Equipment: Volatile Concoction: This somewhat unstable chemical immediately induces a massive mutation to any Fallen's systems. Some are random, while others temporarily change a Fallen into a targeted form. Such a change is, as one might imagine, unbelievably painful, but Fallen soldiers will rarely refuse. It lasts approximately two hours. Preparing the Concoction takes time in a lab; generally a Scribe carries about fifteen doses of it on their person.

Ironmaster : This class is roughly the equivalent of the Alliance Machina Semideus. Like them, they are amazingly good with machinery, and like them, they possess a powerful tool to work with machines. The Ironmaster, however, has that ability due to genetics. They have amazing senses of sight, touch, and smell. Their forearms and hands are actually an extremely malleable substance instead of actual flesh and bone, meaning that they can simply form an uplink to a computer, a tool to work with a machine, or a close combat weapon, as needed. They are adequate combatants, if bad at arcana. Signature Equipment: Ironmaster 'Hands'. These organs, in additional to being a close combat weapon in a pinch, allows the Ironmaster to better manipulate machines. It can form an interface with computer systems, repair mechanics, and other useful functions.

Independent: These individuals follow no specific faction, or at least none of the ones listed here. Examples include members of various Pirate bands, free traders, adventurers, and other oddball groups. Being unattached to any faction is a risky proposition. They have no especial training based on military programs, and their resources are only what they personally can provide-meaning that while their weapons, armor, and assets are much more conceptually varied, in truth they are far more limited due to simple lack of resources. Purchasing a military-grade weapon, for example, is quite difficult if one wants to get anything better then a basic slug rifle such as any civilian might own, or at best a laser rifle used by mercenaries-if you get anything better then be prepared to pay a pretty penny for it. Finally, if you are an Independent, count out having any sort of military support-support you will badly need. In short, Independent characters may only choose from Generic classes. They will not be members of the Alliance/Palsan task force except possibly as mercenaries and will have no standing with them-they are civilians.

Typical Ranged Weapons Available to Independent Characters: Common Access: Slug (hunting, assault rifles, shotguns, etc&...reliable power and common ammunition, legal to carry) Laser (Laser weapons have acceptable power and are legal to carry. They have excellent range.)

Limited Access:

Pulse (Common Alliance system. Average power and excellent range, fires in bursts. No ammunition. Illegal to be carried by a civilian.) Imperator (Charged-bullet system of the Palsan Defense Forces. Good power, good rate of fire. Illegal to be carried by civilians.) Shredder Crystal-Particle (Inquisitum weapons style. Ownership is illegal of civilians and questionable for soldiers-special permits must be carried so as to ensure the owner is not a member of the Inquisitum his or herself. The SCP uses blocks of crystals as its ammunition, pulverizing them with pressure, sound, or arcana waves. It then sprays the tiny bits out in a tight line, shredding things like sandpaper. Very bloody and painful, but very effective as well. Rifles are Screamers, SMGs Fleshtearers, and pistols Agonizers.) Fireweb (Arackin weapons system, fires bolts of argent plasma. Very effective against vehicles. Illegal.) Shadow-Gun (See the Shadow faction description. Only rogue Shadow or Necridians can use these weapons effectively without some other source of Shadow energy. Illegal.) FNG (Various Star Raptor customized weapons. FNG stands for F-cking Nasty Gun. They tend to be huge, unreliable, but devastating, but those are the only common factors. Illegal to own.)

Generic Classes: Classes usable by all factions Medic: Medics are common in both Palsa and the Alliance. These brave men and women rush into battle without a great deal of combat training to treat the injured. The capabilities of a medic are mediocre in both arcana and physical combat, but they are proficient in natural, non-arcane methods of healing. Signature Equipment: Trauma Gauntlet: All medics wear this expensive piece of equipment. This gauntlet is a treatment, diagnosis, and curative tool all in one, capable of curing minor wounds, treating moderate ones, and slowing critical wounds. It has a vast database of diseases, poisons, and afflictions, both magical and natural, and a variety of curative operations on its memory. The gauntlet works by emitting a beam that stimulates a healing reaction-in short merely project the beam and let the gauntlet do its work. It also has a diagnostic scanning beam. However, in addition to its other drawbacks, the Gauntlet requires a heavy power source and thus must be used sparingly, giving its reactor time to recharge.

Soldier: The vast majority of soldiers are of this class. Soldiers are medium in all areas-physical combat, arcana, etc... They are generally capable in most areas not related to combat as well. Soldiers use non-magical weapons more often then not. Signature Equipment: Heavy Weapon: Many soldiers carry a heavy weapon into battle besides their rifle and close combat weapon, such as a flamethrower, rocket launcher, etc...

Arcanist: These individuals are professional users of arcana. They study primarily in arcane methods of battle and performance of tasks, though they are not necessarily bad at physical combat. An Arcanist's skills depend entirely on their specialization-some arcanists prefer explosive magic such as fireballs while others enhance their natural combat skills with arcana before charging into battle. The methods of a typical Arcanist involve a use of ritualistic, personalized phrases known as keys. Using these keys, they bend the forces of wild arcana to their will, refine it, and shape it into a spell. However, as with all shaped arcana, this is easy to detect and predict. Signature Equipment: Arcane Focus: This object may be practically anything, but inevitably the Arcanist uses it to draw upon the forces of arcana a bit better.

Espionage Specialist : Primarily composed of professional thieves and spies, the members of this class perform acts of espionage. Military examples include generic scouts and spies. While their skills are somewhat limited in a conventional military action, sometimes the ability to circumvent security as these professionals do can come in handy. Signature Equipment: Thief's gear: This includes lock-picks, small holdout weaponry, occasional Stealthsuits, and other odds and ends useful for a thief or spy.I want you guys to post a character sheet, This is going to be a little more complex than other rps. So post character bios first, we'll start the rp when I first post the first actual post. I want all the basics, and everything you think you need in your's. I will read over all of them and tell you if anythings wrong, have fun! Feel free to post any questions, or pm.

Lt. Shandra Domino , Palsan Special Forces (Sniper)Night-Worlder HumanGraduate of Xiere AcadamyDomino graduated from the Xiere Acadamy with high honors shortly before the fate of the Core Worlds became known. She was assigned to security details, and covert ops when Corive agents or professional assassins were not available. She is a professional soldier, and very highly thought of by her superiors. She is often trusted with sensitive information, and has never given any reason for things to be otherwise. Not much is known about her past, other than she had enlisted in the armed forces before being tapped for the Academy. She doesn't much like talking about herself, which is usually just fine with her commanders, because her job comes first.Domino is thin and wiry, the standard body type of Night Worlders. Her black hair is usually pulled into some type of tight braid to keep it out of the way. She is mostly serious, but not humorless. The members of the unit she's assigned to find her utterly reliable, the kind of person you really want watching your back. Which is good, considering she's usually the one looking through the sniper sight. She carries standard Xiere agent equipment, including a Hawkeye 7 sniper rifle she's modified in her spare time to have an increased magazine, better sights, and permanent silencing. The mission always comes first, as far as Domino sees things, making her popular with commanders. Domino is currently assigned to the unit that was detailed for the Darion rescue mission, on loan from Xiere.

Top Secret, Highly Classified Information (or The Real Story)Domino is indeed a graduate of Xiere Acadamy. She is also part of an ultra-top-secret program instituted by the Rythe Academy, which involves having Rythe Agents placed in the other academies and various other institutions. Effectively, she is a Rythe agent posing as a Xiere agent, and occasionally reporting back to Rythe whenever she comes across something of interest. Domino was handpicked by the Rythe academy to be in this program. She was an orphan, making a living on the streets, when she attracted their attention. They recruited her at the age of 12, and trained her. (It was necessary to start that young in order to arrange convincing backstories.) After she graduated secretly from Rythe, she was assigned to the army detail, and enlisted. However, Xiere academy agents noticed her, and recruited her, so her assignment was changed. She is fully trained in the methods of both schools, and some of the training complements itself. Her Rythe training is classified beyond all belief, and she is under standing orders to eliminate any one who finds out. No telling how that will actually play out in practice, though. She is conflicted at times, due to the contradictory natures of the two academies. She has, however, learned to seperate her personal feelings from her job.

Master Chief John ShoarnJungle-Worlder HumanBranch of Service: Marines John has served in the Armed Forces of Palson Republic for thirty-five years, and served on more than thirty major campaigns and special operations missions. John was part of a program ran by the alluring scientists, Dr. Kanja Darlay a mechalin bio-egineer that had been working on a private contract to create a new breed of marines that would be physically stronger, faster, and live longer than any human known. She bio-egineered forty-two of these super-humans from Jungle Worlder DNA. Each was trained in the art of combat since they were able to comprehend words. Violence was taught freely, and they were brought up in old military fashion. At the age of thirteen each of the thirty remaining new-breed humans went under another massive treatment to artificialy enhance their speed, strength, stamina, reflexes, and neural synapsis speed. The operation was a partial success while certain subjects went through the operation with out problems, six died and fourteen were crippled for life. The remaining ten were some of the finest products of genetic egineering ever, their trainers were forced to wear power armor for their own safety while training with the new brutes, but the Palson Republic decided the rewards did not merit the costs so the program's plug was pulled with its funding being syphoned into the academies. The remaining ten soldiers enlisted in various branches of service. Super-human 019, named John Shoarn was the only one to join the Marines. Since then his record has been flawless because of Dr. Darlay's efforts to extend her creations usefulness. She used advanced medical tech to extremely extend the super-human life span. John is suspected to be more than fifty-two years old but only looks about twenty two.

Equipment: John uses a modified marine power armor suit a Behemoth SH-7 suit that incorperates an enlarged chasis and slightly better protection. It's equiped with hands the end of the arms that act like gloves. So John uses a .60 cal heavy machine gun instead of gatling gun, he also has a large long sword as a melee weapon, also newly aquired from the alliance is a shoulder mounted pulse cannon. The suit also incorperates advance sensors systems as well as stim packs and a highly advanced medical pack. For a back up side arm Luke also carries a Imperator Magnum

(OOC: No, Luke. You don't get to take control. It's only been a day or two, and I know some others were interested in joining. Araith gets some more time before he loses GM spot. Believe me, if it comes, you'll know. Generally, in cases like this, there is a period of grace time, and then by the agreement of all or most of the players, control is passed. You don't just take control. But I did save your post in case control does change hands.By the same token, Araith, hurry up and start the game, if you still want to. It won't hurt anything to have other chars come in later. If you don't want to run it any more, let me know, and I'll let Luke have it.)

OOC: Hmmm, well I know this is a long one so I was gonna wait a little longer than normal to let anyone who even bothers to read it get it together and get a char. But I'll post this weekend at the latest. Also, I'll post my character when I first post the actually rp.Pm me any questions.

OOC: Since I think you two are the only ones who are going to sign up, I was wondering if you would like to make three characters, one for each faction going to the ship, the posting will be a bit slower, but it will still be just as fun. But whatever you guys wanna do is cool.

Nikolai has been a warrior for the Alliance it has been created and a warrior for Order Lucentis for even longer. In his race he is only considered middleaged. Nikolai's past is a mystery to most folk but is notthing complicated, he had been born of a mother who died while giving birth on the footsteps of an Order Lucentis temple and even since then he has been raised as a Knight of the Order. Because of this all of his Arcane powers are focused towards the light. His natural Arcane maigc is very powerful in healing and in protection, but he is also a skilled swordsman with the Lucent Blade, one of his more masterful abilites is to use his cloak of light as a shield against any dark magic attack. Nikolai is a fierce believer of nobility and chivilary, he has trouble comrephending the use of spies and he an extreme bias agaisnt dark magic users.

OOC: I meant shadow and fallen, not palsan and alliance, they are one force, if you guys want to do four characters that's cool, just telling what I first intentionally thought, you guys can decide. I think that'd be cool. Having two guys in one group, lol, I'd make my two palsan/alliance guys exact opposites to argue a whole lot hehe. But whatever you want.

Xil'lithShadow Archon : These powerful Necridian wizards specialize in the use of arcana to perform or assist with nearly all physical tasks. They lose access to most worked arcana, but their physical frailty becomes mostly irrelevant. They become a creature totally of magic, able to project beams of dark arcana, deliver arcana-charged blows, and defend against attacks with fields of arcane force. Though none are as powerful as ÃƒÂ¢Ã¢â€šÂ¬Ã‹Å“trueÃƒÂ¢Ã¢â€šÂ¬Ã¢â€žÂ¢ spells, and they lack the shaping or refinement of a worked arcane function, performing them is a function of their being and requires little exertion or draining of a magical reserve. Signature Ability: Archon Arcane Functions: The ÃƒÂ¢Ã¢â€šÂ¬Ã‹Å“physicalÃƒÂ¢Ã¢â€šÂ¬Ã¢â€žÂ¢ attributes of an archon are somewhat unpredictable. Because they cannot be shaped or trained they can be extremely powerful one moment and not nearly as much so the next. In most cases, however, the arcane functions are reliable enough to exceed normal Necridian physical functions.

Shredder : The incredibly powerfully built Smashers lumber across the battlefield, tearing anything in their way apart. The battle mutations of Smashers are especially inhuman; grim spines protruding from shoulders and knees, incredibly powerful, terrible limbs spiked, scaled, and studded, ghastly, inhuman grins on their gaunt faces. It's no surprise that they can drive blows and weapons into tank armor. Smashers are close-combat specialists. Their battle mutation is time-consuming and extremely painful even by the standards of Fallen, but once they can undergo it they are a force to be feared. Smashers cannot wear normal armor or use standard ranged weapons when in their monstrous form-they are simply too huge. Signature Weapon: Smasher CCW: A variety of natural and enormous manufactured weapons, Smasher close combat weapons are always incredibly powerful and usually rather brutal, leaving trails of groaning, maimed wounded and torn-apart dead in their wake. They are, after all, powerful enough to force their way between the gaps in heavy armor!

Appearance: Xerzal stands at an average height of approximately 5 feet, 10 inches tall. His skin is the color of polished onyx, taking on an almost statuesqe glow in any light. His eyes glow a dark crimson red and sit evenly upon his angular features. Most humans would consider him quite attractive, though his face is most often held in a scowl of discontent. His body is well toned, yet slight of size, he weighs a pithy 120 pounds without his equipment. Upon his torso he wears ((under the armoring) he wears only a dark purple vest that hangs open and covers little of his bare torso. Upon his lower half, he wears none too loose black leather pants that end just above the knee and a pair of black boots. Upon his chest is a large tattoo encolored a slightly glowing silver, in the shape of some ancient arcane sigil. The sigil has no real use other than its appearance. In shape, it is similar to a circle inscribed square and equilateral triangle overlapping one another with a few random lines about.

History: Xerzal was born to a high ranking family within the political structure of the Shadow some century and a half ago. For two decades he lived a life of wealth and priviledge, enjoying the finer points of life and coming to be fiercely loyal to his family above all else. It was thus quite a shock to the young Necridian when he failed the arcane ability tests applied to him as he came into adolescence. The results mortified him, and above all else, he felt a failure to both his heritage and his society. It was thus that he willingly went into the training of the Forsaken.

It was here that he gained some amount of self respect back, though very little. For under the tutelage of another Forsaken who had successfully defended her master for several centuries, he learned that even the worthless serve a purpose. Even though he could never serve his family as he had once dreamed of doing, he could serve his people. Though he would forever bear the stigma of failing his blood, he would not, could not fail his society, no matter how small the part he was to play. Even in this, though was he eventually disowned. His family had no need of another melee slave, for their home was full of purchased slaves that bore no ill favor upon the name of his house. It would be better for them that he were never born.

This dashed even the slight hopes that he had held, forcing him into something of a deep depression. He became little more than a mindless form, living everyday only to train with the other Forsaken, so as to be a more efficient killer and protector. All hope was lost to the young Necridian, so he gave himself fully to the training, believing that he could overcome his shame if only there were some way to better apply himself. Upon completing the training, he recieved an odd package in the barracks where he was currently living. In it was a strange spear, an Iron Maiden by name, within it trapped the pained soul of some long forgotten female. On a note within the box was a singular word: Live. Though he had seen it only a few times, the handwriting was most undeniably that of his mother, who had taken an unnatural liking to her less than perfect son, something closer to a human kin relationship, yet still bearing the unloving mark that characterizes Necridian kinship.

With the note came a new sense of pride, not enough to remove his self hatred, but enough to make life bearable. Thus, he decided that he would take up the spear, that he would perform his last duty as a member of his family, he would live, and ultimately die for the master who purchased the rights to his very soul. Fortunately, that time came soon enough. ((Unfortunately for him)) His master came in the form of Nasya Undat.

Appearance: Blckheart is a 'man' of about average height, thoug he often walks in a crouch. His features are harsh, grim, and his teeth seem abnormally sharp. His eyes are a bloody red, and if one looks carefully, they glow. His black hair is long and one may notice, unusually straight. His arms and legs are twisted, mottled blood-red and gray-black, and scaled, with hornlike spikes protruding from knuckles, knees, and shoulders in a particularly infernal way, and his fingers are clawed. His feet would more accurately be called talons, and are much like those of a bird of prey. He does not smile, or at least, not in a comforting way, and his harsh voice matches his bitter face.

His back has a series of spines in it, and he often grows wings when in the throes of mutation. The mostly shredded mesh armor he wears is ragged and barbed, with large blades or spikes capable of popping out for more close combat attacks. Because of its living nature, bits of genetically engineered flesh have been incoporated, and the armor is unusually tough. He wears a grimly decorated helmet, with a clear faceguard that only reveals his eyes and above his mouth. In a gruesome trait, Blackheart's body, especially two pores just below his eyes, roughly at his tear duct path, often bleeds from special pores for no apparent reason when under stress or in battle. In reality the chemicals of blood interacting with the open air and the unique, nameless chemicals of his skin causes a highly regenerative effect, which results in his odd choice of armor, as actual bleeding is something of a plus for him.

Bloodscream, his two-handed sword, is a grim, hideous one-eded sword. Its backhas an overslug mini-flamethrower installed, so he may point the blade to spray flames in that direction. The weapon itself is an arcane one and the weapon, while steel, appears to be permanently drenched in blood. Instead of a traditional handguard, it has two small jutting blades, along with an extremely dangerous edge. Though it is not particularly heavy it certainly strikes like it, and makes a peculiar shrieking noise whenever it strikes another object.

History: Spawned from some of the earliest Fallen genetic projects, Blackheart 'grew up' without knowledge of such things as love or filial devotion. His twisted limbs and contorted body announced to the world what he was cursed with, and the emotional child was filled with confusion and resetment, nearly killing his creators in one occasion, though he had not intended to. The grusome natural weapons he possessed were far too effeciv, and more out of a desire to at least be in control rather then any actual sadism, he threw himelf into the solace of violence.

In mere months a somewhat confused, needy child became a hardened warrior appearing possessed of the personality of a sociopathic killer. He threw himself into the hateful exultation that swept through him every time he killed, maimed, or defeated an enemy warrior. To his mind, the universe had cheated him, denied him of love and comfort and companionship among a normal society. However, he idealized these things, bringing them to the point of pure fantasy. Having never experienced the security of a parent, he came to believe it was the purest of bliss, and because he had never felt love he was among the most ardent believers in it, to the point where it was so idealized that if he ever encountered it in a form he could recognize, it would be as ectasy to him. His lack of any of this he blamed on the outside world.

And so, when at last the Fallen arrived in the Outer Rim and his band came across a distress signal, Backheart knew the time was come for justice. Now the 'pureborn' would learn the agonies of the Fallen...

Blackheart in combat is something truly frightening. Combining the blood which runs spontaneously from his skin, the screaming of his sword, the horrible wounds caused by his strikes, the flamer in his sword, and the insane laughter that ripples from his throat as he fight, is undoubtedly a gruesome tableau. He is brilliant with Bloodscream, a true master of close combat, and fears absolutely nothing, viewing death as a release, so long as he takes down as many enemies as he can with him.

Appearance: Nair stands at a height of approximately six feet. He is thin and toned, weighing approximately 125 lbs overall. He is not especially strong, nor is he especially weak for a member of his particular breed of human. His eyes were once a deep green, his hair formerly the color of raven feathers, reflecting blue in strong light. Now, they are a mochery of their former selves. His hair is still long, but its color has lost some of its consistency, it's exact color usually changing slightly every few hours. The colors it takes up tend to range from its original black to dark blues and purples, and the occasionally very dark red. His eyes, too, have been altered by his dabbling into the chaotic arts of his Order, now they are closest to what we might call Hazel eyes, their color changing depending upon their surroundings.

His facial features tend to be more angular than rounded, with a strong jaw line and a cleft chin. His skin color still retains its normal pale pigmentation, though exceptionally so, for he is pale beyond the norm for his people. For the most part he appears as one might expect in the rest of his body, though he gives off an odd feeling around him, though this might be due more to his unstable personality.

Personality: Naer is something of an enigmatic man, though by no choice of his own. He is enigmatic even to himself, for his mind tends to be quite unstable. It is not that he can't remember his past, nor is it that he has a low attention span. In fact, it is his constantly overactive mind that tries to compensate for everything around him that lends his unnervingly semi-psychotic mind set. He is far from insane, but he most would label his particular fighting style as quite crazed. His most common motto is that there is order in chaos, though there is far more chaos in order. If that doesn't convey his mindset, then perhaps it is better to say that he is reliably unstable. He won't forget the mission, though he may attempt to accomplish it in a manner that only seems viable to him. Most times, his way is viable, though whether or not is the correct decision is up in the air.

History: Naer was born into a small family on a planet on the outer edges of the Core. There he grew up, an average enough young man, on the dark side of a planet by the name of Ferenizel. Most of his young life was spent on that planet, training to be a soldier as was his long dead father before him. It was not until his older sister's 17th birthday that he realized that there was more for him than soldiering. As was every first born daughter in his father's line, she joined the Order of Astrales. On that day, the day he lost his best friend and beloved sister to some group that she neither knew nor really cared for, he met a man that changed his life. In a fool hearty attempt to protect his sister from the Astrales sisters who came for her, he came into combat with a man by the name of Kaynus, a member of Order Direas that had been traveling with the Astrales. The man was impressed with the boy's combat technique, seeing them as much like the younger members of his Order.

After promptly thrashing the boy in combat with as much care as he could muster, Kaynus saw in him a flare for the Chaotic Arcane, a powerful flare of it laying dormant within the boy's psyche. Rather than leaving him to fend for himself on Ferenizel, Kaynus offered Naer the oppertunity to accompany his sister on her journey to her new home, where she would train with the Astrales. Not wishing to see his 'little' (in size, their relationship was much to the reverse of their years) be sent off into the universe without a friendly face, Naer accepted the offer. Throughout the journey, Kaynus taught Naer some of the finer points of combat and began (though secretly) to train the boy in the techniques of the Direas.

For many years, Naer learned from Master Kaynus, gaining strength and skill rapidly, until he could rival the master in said terms. That all changed, however, two years ago, when Ferenzinel, and his sister who had returned there for personal reasons, were eradicated by a group of Shadow Undead. In the rage that followed, Naer let go and allowed the chaos to fully flow into him, making him far stronger in his abilities and Arcane abilities, but in return losing a good bit of his sanity. The power flowed to him in great doses, but robbed him of almost all of his humanity, until, one day, it tricked him into believing Kaynus had become a Wraith. In his rage and wish to aid his master, he rushed into battle, murdering the unprepared master. The shock of it tore Naer from his insanity, robbing him of much of his newfound power, but returning much of his humanity as well. Now, he realizes that his unconscious had been somehow under the control of a Shadow Wraith who had formerly been his master's rival.Thus he feels remorse for his master's death, but the continuing war with the Shadow has pushed it from his mind. Now, he wants nothing more than to avenge his sister and his master, to bring down the wraith who almost stole away his very soul.